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McFord

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A member registered Sep 15, 2020 · View creator page →

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Boyan's streamings proved that it is possible to honestly reach level 4 in this game. But even the developer himself doubted this, since he added a special cheat button.

There is a variety of functionality of units. Some are fast-silly, some are slow-living, some disable tower attack / Bon-Bon for a while, some lower levels. There's a find here with the pumping race. However, it's all so unbalanced that it doesn't work rather than works. True from a specific, can I say is that it feels like squishy numgets don't spawn fast/multiply enough.

Perhaps it would be cooler if money would be given just for being on the territory of the tower, if with its pumping would be given more coins. If these towers could be captured unicorn lowering the level of the tower.

In general, it's not clear what the apple is doing.

2D numgets stretched on the layout of the cylinder - it is terrible trash.

There are a lot of proposed assets here, but they're juxtaposed with each other as fucked up as possible. Cheharda presents his assemblies in a way that is as similar as possible to the futages of Ponyville under Discord. The characters are as sane as possible, reacting to what's going on around them and trying to overcome the craziness going on. The Lyra Parable is thrash, but in a reasonable way that doesn't fail the initial believability of what's going on. Here, however, the anguish just shoots through the Lyra hordes. Even so, the whole sheer absurdity of it all would elicit chuckles if it were as light on gameplay as Long Starlight or Izzy Catch Balls, but no! Because of the anal balance, you have to sink your teeth into it in a straight up serious way and build up complex strategies. But even the beaten Boyan, who set himself the goal of completing EVERY game from the jam, failed to do so. The only game that even he couldn't get through!


Verdict
Pity-

Unbalanced to the point of being unplayable

The idea of searching for amogus is curious, but the realization is disgusting to the point of unplayability. Well, sometimes there is normal false information like “I think Rainbow Crash is scared” from Fluttershy. Mostly you have to catch the amogus by sullen misspellings like Applejohn, Aunt Smith, Sweet Apple Orphanage, Cloudsdell, etc. Sometimes the developer makes you pick on to such subtleties of the canon Angel Bunny/Rabbit (in the series Fluttershy says only or name, or diminutive of rabbit), while the developer denies the canonical naming of Doctor Whooves with Ditzy Doo and punishes the player for attempting to deny it by resetting the entire runabout. Also the developer punishes the reset of the roll for ignorance of little-known heresy in the face of the cousin Cosmic Crisp. It can be argued that it is the cousin in the replica and that it is a kind of apple in general. However, it is highly probable that the developer simply made a typo when writing ‘she’? Because with the Doctor, the developer made a huge number of typos in the code. It's true that the Doctor knows he's sometimes called Time Turner. It's also true that the Doctor doesn't know he's called a Timer Turner. Overall it is the Doctor who makes the game almost impenetrable. For the truth/falsehood of the same lines he says is a fucking variable! On this round, he says that everything would be over quickly, because he has time-traveling things left - a lie and you get killed by a false Twilight. Next time he says exactly the same thing, you shock him, and he turns out to be a real pony!

That's the main problem with “endowing amogus with a caveat” - suspects say the same thing. Which makes it seem like the game just randomizes, post-facto, whether it was a pony or an amogus.

Overall the information is drug-weird and the Doctor is the peak of the plot with his “Yes, I'm the Doctor who was canonized back in S5E9” and “I've (not) been to the Horsehead Nebula”. And there could be more than one amogus. Or there may be none at all. And it's worth fucking up even one - Game Over and the whole game over again.

I'm biased and I generally don't like the concept where ponies stand in formation and you have to shoot party traitors who dare to say something wrong.

Stylization through compression... On the one hand, it does create a dark valley effect, when everything looks normal, but if you look closely, Pinky has no eye and Turpy has half a face. On the other hand, because of its professional deformation I all passage guessed, so it is a stylization or a developer's fuck up that simply does not know how to turn off compression and only seeing the main menu after the passage, where overcompressed Twilight looks at the normal Twilight, I realized sho to that is stylization.

In general, all visuals - it's compressed prepositions. Here is a complete order.


Verdict
Pity-

It's a game, unlike Melody's Afternoon Walk and Farmare. Assets at least connect into something more than just a set of assets. There's even a cool gimmick in the form of a false Twilight, which is eliminated through a mirror window.

Every ability is perceived to be an imbo. Where the crappier the ability, the more imba it is. The descriptions of abilities are memesque splendor.

Namget with a knife is splendor. Numget in a cylinder - marvelous. Radioactive Numget is incomprehensible. Flexing Chrissy - imbue hilarity. The final Fire Numget is a total dick. The whole game you fight for survival, so that at the end you die from the script... Is this a sermon of buddhism?!

I can still get to the fact that without pumping crocs, it is impossible to get away from the crowd, and therefore namgeta always clutter the screen. Personally, I ended up with a browser tab crashing out with an error.

Here, all except for Chrissy is a preposition. Half of the skill icons are prepositions. The background is also a preposition... Another game that uses prepositions so harmoniously that it's hard to notice/remember it.


Verdict
Pity+

It was a good indie-pony-thrash until it started eating up more resources than the browser could handle.

You can quickly take out one creep, but only one and aiming. You can evenly damage all of them with the shotgun, holding the corner of the screen and concentrating on avoiding the projectiles. You can get closer and closer to the victim with a clamped shotgun, so that more and more bullets hit it and so that it would be taken out faster, but at a high risk of catching damage yourself. Or you can aim with a shotgun and aiming at the main attack.

The latter tactic is the most effective, especially in combination with learned spavnom enemies. However, with this tactic, the control behaves as unpredictable as possible. You're aiming with a clamped shotgun, you don't let go of the dorabash button, you click on the rifle, and the shotgun still fires, even though the shotgun button is already released. And I'm the same person who, when changing gears, depresses the clutch and forgets to let go of the gas pedal. So I had this inversion of buttons all the time, which made it very difficult to develop the reflex of activating the necessary type of shot.

Overall, basic fire is imba. Shotgun - imba. Mana accumulation doubling or even tripling the density of fire - imbalance imba. Shield - in theory imba, but in practice I constantly missed the moments when he could save me; and when I did not miss and saved myself, then because of the lost boost to shooting soon I died. Ulta - bullshit; it takes a long time to aim, you don't know if you'll even hit, and it doesn't do much damage; it can't stand a unicorn spawning saws; so what's the point of it?!

On Boyan's stream the question came up, so is Anon VS a hello from the Dendy-era or a modern day bullet-hell? At that time, I used the presence of a movement/defense/attack pattern as the main yardstick for understanding/knowing how to play the game on the first or second try.

On the one hand, my range of passing had a very erratic nature. On my first attempt, I almost made it to the boss, scoring 4100 points. Then I got stuck on 3000 points. Then with two hp, I managed to get through to the boss and only got through in the middle. Then I completely broke down and could not get out of the first thousand, they say the rolling has not yet begun, and I already have not full-hp. Again a series of breakthroughs to the boss and almost every time ogrebala immediately after the dialog with the boss. Again series of restarts because of not ideal start…

On the other hand, towards the end I had a series of gains before the boss with full-hp. I learned spun-patterns and sometimes spawn-kill so much that pony-villains didn't manage to shoot once. I realized that it's useless to shoot at the unicorn, that saws are tied to the number of killed pony-villains and you need to focus on the rest of the pony-villains. Yes, and when you shoot from the maximum pumped shotgun, pressed against the wall and completely ignore everything except the shot from the shells - systematically more effectively demolish the boss.

There are tactics that make life easier.

And yet if we take any modern bullet-hell, we will definitely see the following things:

  • Separation of smacking from dodging. The boss is so huge that you don't need to aim at it, but just press the attack button and/or the boss pauses in attacks
  • There is an opportunity to get even. It can be just heals, like in Undertale. It could be hostages you can reach and free as the boss fight progresses, like in BroForce. Or you can endlessly resurrect a fallen friend, the main thing is to catch his departing soul, as in Cuphead
  • Ulta can pull out a seemingly ruinous rink.

Well, the last item more or less covers the shield, which not only destroys all projectiles near the player, but even causes damage to enemies. However, the activation of that shield is constantly slipping because of the dumbest reading of the keys. Shield is desirable to hold the entire attack of the enemy, so that there was no risk that hour to throw off the hooves of an unseen projectile on the edge of the shield. Shield casts at the expense of the buff of the main attacks and if it is overheld, it can be in an unpleasant situation when around bullet hell, and you shoot single projectiles, which are really hard to hit, and therefore really hard to regenerate mana.

Well, there are no checkpoints, with hit&run segment coexisting on the same level as boss-fight. If you died a pussy before the victory, it doesn't matter, go and replay the whole game from the beginning. Now that's the kind of hardcore gameplay that not every game from the dashing 90s had.

I can't say Anon VS is pure hello from the Dendy-era, but it's more Dendy-era shoot 'em up than modern shoot 'em up.

The proposed assemblies are used here so concisely that you have to look at them with a magnifying glass. But I can't say that Anon VS is 100% perfect in its jam with dancing from the suggested assets, and the evil org has soaked it in the lowest mud. Anon VS makes decent use of the assets only at the realsize level. At the concept level, Anon VS ignores them. Unlike Mare Ware (a collection of assumptions about what kind of games the people who made the assets from the prequel wanted to make), Cheharda (an attempt to cross all the proposed assets, to a certain extent successful because it creates a persistent feeling of Discord chaos), Find Your Mare (finding an analog in different realizations)...

Instead of localization, which is not really necessary for this game, it would be possible to polish the keystroke processing, write down the pause menu with a restart button, make checkpoints or at least just split hit&run and boss into two separate levels. Ideally all of the above.


Verdict
Good

 It's fine, but the pleasure is hindered by the dull reading of the keys. Depressing is the total lack of understanding of how many points you need to score to win (the game doesn't say in advance or hint that you need to score 5000), with no checkpoints, no bosses on the level, no way to win back, and no pause (if you get distracted IRL, you'll blow all available progress).

The design is bearable. The cutscenes are cool. Sorting letters by icons is awesome! And overall a cool game. It would be. If everything could fit on one screen, without the need to move the camera back and forth. If horizontal characters did not repeat vertically and did not create confusion. If the selection of letters did not bug because of which it is physically impossible to sort all the letters!

On the one hand, the author realizes all this and there is no loss in the game. On the other hand, without the possibility to lose, after passing there is no feeling of victory. Well, the same as in Post Poners, where you need to very assertively call/boop/stamp ponies, in order to lose. But in Post Poners there is a count of unsatisfied and unprocessed clients, and here there is no count, because of which there is no difference at all between a walkground where you tried to send as many letters as possible and between a walkground where you just sat and waited until the day was over. This game almost walkground itself on autopilot. You can do nothing at all and reach the victory screen.

Of the proposed assets noticed except for the icon of the bit.


Verdict
Good-

Demonstration of mistakes that Post Poners did not make, after which I have even more respect for Post Poners. But if Post Poners had a mechanic of sorting letters like here, Post Poners would be even better!

It's a very paradoxical game. It doesn't seem to have any horrible horrors. There are muffins, aka healers-macguffins, scattered everywhere. You're being chased by just a Derpy and a speedy Numget - cute and funny ponies. If they catch up with you, they'll boop you to unconsciousness for quite a long time (unless there's a horde of them cornering you). And you can boop them either to stun them for a decent amount of time. However, you can't boop ponies to disappear. They always come out of stun and keep chasing you. There are always Derpy in the maze that want to boop you to death. That realization is very frightening. Especially when you get to the last new section, miss the last muffin, and realize that you have to go back.

And it's very easy to miss a muffin and get lost here. Because the FOV here is so minuscule that an average turn of the camera is enough to lose track of where exactly you're looking. It's almost impossible to find yourself here, there are a minuscule number of orientations and a lot of mono-colored repeats. This works to create a highly concentrated sense of a dark valley. But it makes your eyes brutally, brutally sore. It's like you've been squinting them for a long time. The small window mode doesn't help at all.

I can also pick on to the lack of pause. Press Esc closes the game. Of course, horror should be frightening in everything, but this is already beyond good and evil.

Of the proposed assets I found here only Colgate's face in the HUD and numgets. But maybe it's just me being blind.


Verdict
Good

It's good, but for those who like to be scared, disturbed and be out of place.

Honestly, when buckball was introduced in season 6, I didn't take it crap at all. But after playing it myself and getting into it properly, I realize that it's a true pony sport, where all three pony races have their own distinctive place (earthponies are berserkers-buckers, pegasus are defenders-catchers, and unicorns are sneaky-behind-the-back framers) and where everything depends on the consistency of all three pony races.

It took me a long time to get used to having the target basket on my opponent's half under my team's control. And yet I got used to it.

For the first time in my life, I preferred arrows to WASD, because it is easier to control two hands with three ponies than one hand with three ponies. I quickly got used to which axis is responsible for which pony.

In theory the trajectory of the ball should mainly affect the earth pony, but in fact the trajectory is set by the pegasus. If the pegasus throws to the left side of the field, the ball will fly on a low trajectory. If to the right - on a high trajectory (I played a couple of matches, purely to double-check whether the position of the pegasus at least somehow affects the trajectory; my eyes say yes, but my brain realizes that it does not). The pegasus doesn't even have to catch the ball, just stand in the cage with the ball and it kicks automatically. The problem is that the pegasus-opponent realizes where the ball will fly even before it reaches the earthponies.


Verdict
Good

Overall good, but the more you play, the more you realize that the discreteness lowers all the sportiness and all the importance of unicorns. In this realization too much is decided by the pegasus. Let the pegasus automatically serve the dugout, and the dugout decides the moment, speed and direction of bucking the ball.

Walking is both too slow to move between rooms at the desired speed and too fast to hit the right book in the library. Walking could be made slower and running could be added. The camera goes out of limits very easily.

The interaction points are not obvious and sometimes you have to brute-force the interaction button on everything at all. But that's partly the intent.

It's annoying that the doors always close behind you and in 99% of cases you go to irreversible doom.

After passing, already even knowing that Luna says amulet I why I hear hands. Actually I was trying to find the hands of the main anthropophilic...

But all the rest of it is good! Fabulous intro. Absurd deaths on the first three times are more amusing than annoying. The vivaciously reactive bugaboo-narrator. Gorgeous reprisal of that bugaboo. The central puzzle initially seems fucking unresolvable, but eventually solves itself. Which is very, very good.

I would even say that there is a big field for experiments, but in the end throwing a bottle leads to something only in the basement, and only the bugaboo-narrator reacts to the knife. But there's a philosophical question about the path and the goal. Is the point of interaction to bring results or to want to throw bottles and knives at everything?

The visuals are cracking, but in a funny way. It's unified. In the spirit of the game.

With the exception of the bugaboo-narrator, Princess Luna and the casting sounds, there seems to be no other sounds in the game. Which I realized only when I was writing this review.

The proposed assets are integrated harmoniously and in sufficient quantity.


Verdict
Good

On the surface, the game is not seriously funny, but if you think about it, it's Hard Reset as it is. Overall, it's an emotional swing from lol-kek to depraved at the realization of what's going on. From hope that there's a way out of the loop to uncertainty to the open ending (Lyra waking up in the loop, even after getting out of it - is it just the developer did not have time to finish the ending or is it still the original intent?)

The puzzles are unusual. Primarily totally incomprehensible. Often uncomfortable because they're immersive. They're always good. Very interesting to solve. An unending filly delight.

The controls in the opening hint are confused, but it seems that this is not a bug, a characteristic feature of Bon-Fool. True bug is that it seems that the initial briefing begins Bon-Bon, but at the end it seems to speak Celestia... Perhaps Bon-Bon and Celestia have the same dialog color - white, or maybe I'm just colorblind. The dialogs are generally written vividly and interestingly. However, there is a typo in dialog with Twilight when she gives a gramophone quest and either a text cut-off dialog box, or an oversight when rewriting the dialog, but in the first dialog with Starswirl, one of Bon-Bon's lines suddenly ends with “at”. The actual dialog box is a vomit-eyed bastard with too big a font.

The controls are kind of convenient. It's nice to walk around. I guess the longer you hold it down, the faster you go. Judging by the sound, there is even a run on shift. By the way, the sound of the steps is cool. But the ability to fully look around is not enough. Well, and I'm constantly confused about what button activates the hat, and what numget calls.

The Hat - a brilliant multi-tool that outside the puzzle tells you where to go, who to take the quest, where the puzzle. And during the puzzle - acquires the functionality necessary to solve it.

Numget is a little fucking thing that pisses you off just by looking at it. In the button puzzle, it's also the main obstacle. But in the next ice puzzle, numget comes to the rescue. In general, numget behaves like a typical bro/sis in co-op playthrough. You treat him/her as your bro/sis - you insult by word and action this terribly stupid scum that breaks the whole walkthrough, and yet you call your bro/sis to walkthrough because it's not as much fun to play without him/her.

The puzzle with Twilight's bookmark is suddenly a puzzle, for the hat turns out to activate on the wrong button, voiced by Bon Fool. The freed Twilight doesn't explain anything except the principle of gramophone, but after a dialog with her you realize that something like Discord happened.

The puzzle with the sleeping Starswirl is obvious in theory. But in practice, the first time I played it, it was a pain in the ass. Until I started playing the keyboard like a piano and accidentally summoned numget. Then I spent a long time dumbfounded over what this grumpy grandfather wants from me. The hat spoons some obscure arrows. Then by chance numget stood on one of the arrows and it finally started to move Starswirl. Then I got up and realized what the buttons were. Control 2D grandpa moving on the surface of the walls, controlling 3D fool - cunt uncomfortable, but very interesting. On the wall, it took me a long time to master the dual control. On. Only on the torus I realized that I can rearrange the buttons with a hat. It became much more comfortable.

I laughed heartily at the fact that Starswirl, who had escaped, became an ice-cube. I carelessly stuffed him inside the torus. I tried it this way and that, but it wouldn't budge. I thought that was it. The whole gamma's ruined. And only at the last moment I remembered about numget, which all this time fiercely interfered with pressing buttons. And yes, she knocked an icicle out of the torus in a head-on ram. She knocked it so hard that it almost went straight to its destination. Pushing a grumpy grandpa in an icebox through levitating furniture is not what I asked for, but it's what I needed. Filly delight!

Well, and actually the puzzle with the gramophone, which I've been trying to realize for 2 years, and Bit just took, as much as possible, crutch-creepy-primitive but realized. You just need to get a slider out of a hat, put it out and ask Namget to ram not the slider, but the gramophone. But the curse of the gramophone passed from me to Bit and Twilight gives victory under incomprehensibly conditions. Either the music with the right pitch needs to be played in its entirety, or the music with the right pitch needs to end, or the slider is magnetized to the right pitch, or you need to set the finest millimeters yourself... It's not clear. Every time the win counts differently. The last time I had a victory dialog with Twilight was played together with the vinyl-teaching; the kicks went to sleep, but did not go to the victory screen. Disregarding the gramophone curse, it turned out to be a very cool puzzle with picking up the playback speed. It's been a long time since I've strained my hearing like that.

By the way, the fiercely slowed down FiM main theme is one of the proposed assemblies that even Mare Ware couldn't use. But Cheharda did! Just as is! Gameplay-wise! Without resorting to cheating a collection of single mini-games! In general, used the major share of assets, seemingly disparate and inconsistent, that were meaningful and systematized under the antics of Discord.


Verdict
Magnum Opus

Yes, in some places Chequard is broken. Yes, it looks bad in places. Yes, Bit is not good at non-GUI. Yes, Cheharda sacrificed everything in the name of unoriginality. But this sacrifice has paid off more than enough. Cheharda has implemented immersion puzzles that I couldn't even think of!

It's fun to ring the bell. It's fun to boop a greeting. It's fun to look for a city seal on a map. Scrolling stamps would be groovy if they rotated in the same direction as the misha wheel. Fucking great stamp display. Awesome picking up and gluing stamps. The weighting is inherently cool, but the weight classes are laid out in an extremely anti-intuitive way and I was constantly confused as to whether a facet was included in the previous class or already belongs in the next one. It's a total orgasm to put up the price tag and drive coins into the coin receiver. It's fun to turn in the mail. It's fun to boop for goodbye.

It's fun to evolve by addition and multiplication. It's fun to degrade by ringing, bopping and stamping ponies.

The visuals are bearable, coherent and informative.

There are a lot of sounds and all of them are awesome.

The proposed assemblies are so harmoniously integrated that you have to look closely to find a gray base reskin in the crowd, and in the particles when sending mail - painted faces. Post Poners bends the proposed assets to fit rather than sagging under them. As part of an asset jam, this makes it slightly less valuable than Mare Ware or Cheharda. As just a game, however, Post Mares is consistently ahead of any jam game in terms of popularity. But as far as I'm concerned, it's exactly on the same level of goodness as Mare Ware and Cheharda.


Verdict 
Magnum Opus 

 Making an interesting game is a craft, but making an interesting game about a craft  is an art.

I enjoyed the game even when watching the stream. The game became a real treat when I started playing it myself. It's a hell of a lot of fun.

This game is so much fun that it cures depression and procrastination. This game is so fascinating that you can organize a tournament at a party to get the most rounds completed. The game can make a sad evening fun, and a fun evening even more fun.

The inserts from the show and the screensavers in general are a filly delight!

It's really cool that as the tempo speeds up, so does the music.

The game 100% fulfills the intent of the contest. It not only harmoniously uses almost all the proposed assemblies, but realizes the game, which presumably wanted to make the author of the assembly. Well cheaty it brings it all together into a collection of mini-games. When anons from forchan organized Marecon \mlp\ Game Jam: Asset Jam they expected to get this very game.

Verdict
Magnum Opus

A successful ponyfication of Dumb Ways To Die.

As I understand it, this is a bug in Engreal Engine 4 itself. Unfortunately or fortunately, it is fixed on the side of Epic Games, in the new version of the engine. Updating the engine can both fix this crash and create new crashes. Often both at the same time.

In general, that we and developer can only put up with occasional crashes :/

(2 edits)

I don't know why, but I did. And-and-and-no. There are no special bonuses for lvl 100 . Just standard + x0.2 to XP.

Maybe. But probably will not.

1. You need special postion from Postion Seller (that new one, from 5.1). But if you haven't talked to Beth beforehand, you probably won't have the needed option in dialog with the seller.

2. If you  have old save, you'll probably have to start a new game.

3. Where you fight with roots.

(1 edit)

Try to grow a rock monster from rare seeds. It may have a rock blade in its inventory. Maybe. I'm don't sure.

Try going straight to the farm property and talk to Beth's hubby there. If that doesn't work, then, uh. Well, that just leaves a new game. After all, this game is more about the journey than the goal.

After complete farm quest, you'll be able to plant seeds in the bed. The flowers that grow will yield various loot from metal ore (common seeds) to superior ability chrystal (rare seeds). Also rare seeds can grow into friendly Rock Monster.

breast/muscles/legs/size

Bigger Challenge becomes purchasable when you sacriface 100+ abilities. To sacriface, you need to press the button of the same name under one of the abilities.

First of all, I'd like to say that I've always dreamed an RPG in which every character improvement is visualized. And now dream come true c:

Secondly, for several versions now, I can't figure out Bounty Quest. In search of Mad Chief I have been to every corner of the location, on tens and hundreds of floors of all dungeons, but the wanted NPC has not found. 

Был затык с вводом данных. Мол поначалу думал что если выдаётся две группы крови, то и вбиваются значения обоих групп одновременно. Потом пробывал поочерёдно вбивать. Когда попалась группа крови с 10 литрами цвета, допетрал до сложения. Однако я бы не был собою, если не допустил оишбку в устных расчетах из-за чего начал  думать что в любом случае завод взорвётся... Эта мысль меня не покидала до самого финального экрана: намешивай селитры, пока не допустишь оишбку, а ты её 100% допустишь; куда бы ты не пошел, тебя все одно найдут солдаты Сомбры и убьют (прятать проход книжными шкафами - это прямо таки подло); как бы ты не бежал, последний охранник все одно запалит... В целом отлично переданы ощущения работы на заводе, где ты не имеешь право на ошибку и саспенс.

Изначально хотел отписать негодование мол что стелс-полигон непонятный, а треклятый автокилл с невозможностью достать пистоль превращают всю игру в симулятор раздачи поджопников на кортах... Но это оказалось весело. Конечно, миссия подобным образом не была пройдена, однако это же любительский джем, где процесс по определению важнее результата.

А потом, со второй бутылки сидра, крохотно-мерцающие субтитры наконец-то были расшифрованы и оказалось что недостающейся пистолет из кобуры не баг, а фича (а ведь когда из ящика выпало неизвестное зелье, я вокруг него с десяток минут крутился, пытаясь поймать на мгновение появляющееся окошко). Извиняюсь за тавтологию, но с пистолем в копытах, игра заиграла на уровне ощущений Fallout 3, что наверное похвала VaJa и упрёк Говарду.

...мелкий интерфейс; потеря онного после прижуривания; быстро сменяющееся субтитры; синтезированные голоса получились какими-то замедлёнными  и если заведомо не знаешь что будет сказано, то нифега не поймёшь, особенно Пинки. Всё вот это вот меркнет и растворяется в шоке и восхищении от озвучки, визуала,  находок и механик! От осознания какой масштаб работ был реализован, какими методами и за сколько... Как там говорится, маленькая игра для человека, огромный шаг для всей индустрии?

По моему скромному мнению, Phoenix2 - явный победитель ШОКИ.